165,152 research outputs found
On the dependability and feasibility of layperson ratings of divergent thinking
A new system for subjective rating of responses to divergent thinking tasks was tested using raters recruited from Amazon Mechanical Turk. The rationale for the study was to determine if such raters could provide reliable (aka generalizable) ratings from the perspective of generalizability theory. To promote reliability across the Alternative Uses and Consequence task prompts often used by researchers as measures of Divergent Thinking, two parallel scales were developed to facilitate feasibility and validity of ratings performed by laypeople. Generalizability and dependability studies were conducted separately for two scoring systems: the average-rating system and the snapshot system. Results showed that it is difficult to achieve adequate reliability using the snapshot system, while good reliability can be achieved on both task families using the average-rating system and a specific number of items and raters. Additionally, the construct validity of the average-rating system is generally good, with less validity for certain Consequences items. Recommendations for researchers wishing to adopt the new scales are discussed, along with broader issues of generalizability of subjective creativity ratings. Š 2018 Hass, Rivera and Silvia
Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process
Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case studyâs findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designersâ spatial cognition and collaboration at six different levels: âphysical-actionsâ, âperceptualac onsâ, âfunctional-actionsâ, âconceptual-actionsâ, âcognitive synchronizationsâ, and âgesturesâ. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designersâ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designersâ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process
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Digital Creativity Support for Original Journalism
The decline in circulations and revenues resulting from the digitalization of news production and consumption has led to a crisis in journalism.Journalists have less time to research, investigate and write original stories, leading to problems for our democratic processes and holding the powerful to account. This paper reports the architecture, features and rationale for new digital creativity support designed to support journalists to discover more original angles onstories. It also summarises the evaluation of the toolâs use in 3 newsrooms
Assessment of co-creativity in the process of game design
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design
of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learnersâ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participantsâ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work
Assessing Creativity: A Test for Drawing Production using Digital Art Tools The concept, application and assessment of digital art teaching as a means of enhancing creative proficiency
This paper describes the Test for Creative Thinking - Drawing Production (TCT-DP), including its design, concept and mode of assessment, and the practical consequences of its application in a specific context. The test was used to evaluate the performance of groups of students as part of a case study exploring the use of digital art tools for drawing in a junior school. The students used specific digital art software via both computers and tablets, and also drew manually using a variety of devices. TCP-DP evaluates drawing production by means of a set of 14 criteria. At the same time, this study used the Technology Acceptance Model (TAM) theory to assess the ease of use and usefulness of the digital tools. The test was trialled with students aged 9-10 years in different ability groups. There were no significant differences in performance between male and female participants. Details of various related studies, together with data concerning the reliability and validity of the TCT-DP test, are also provided. The study finds that motivation is an important factor in improving young peopleâs artistic ability
"We are always after that balance":managing innovation in the new digital media industry
The pressure to innovate is growing as technology cycles change more rapidly. Organisations need to balance exploration and exploitation effectively if they are to heed the innovation imperative. Organisational ambidexterity is proposed as a means to achieve such balance with structural or contextual ambidexterity as possible choices. Yet how organisations become ambidextrous is an as yet underresearched area, and different industry sectors may pose different innovation challenges. Using the case study method, this paper examines how a computer games company responds to an industry-specific innovation challenge and how it endeavours to balance exploration and exploitation. The findings suggest that ambidexterity is difficult to achieve, and is fraught with organisational tensions which might eventually jeopardise the innovation potential of a company. The paper suggests that more qualitative research is needed to further our understanding of innovation challenges, innovation management and organisational ambidexterity
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Getting creative in the languages classroom
The following principles are central to the work of âLinguistic Creativity in Language Learningâ, a research strand of Creative Multilingualism: We create language every day. Language diversity facilitates creative diversity. Linguistic diversity nurtures diverse expression of feelings, thoughts and identities, and diverse ways of knowing and seeing the world. In this chapter we outline how they might be considered in relation to classroom language learning. One of the authors of this chapter..
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